Пример #1
0
/*
===============
CG_HumanCkitText
===============
*/
static void CG_HumanCkitText( char *text, playerState_t *ps )
{
  buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT;

  if( buildable > BA_NONE )
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to place the %s\n",
          CG_KeyNameForCommand( "+attack" ),
          BG_FindHumanNameForBuildable( buildable ) ) );

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to cancel placing the %s\n",
          CG_KeyNameForCommand( "+button5" ),
          BG_FindHumanNameForBuildable( buildable ) ) );
  }
  else
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to build a structure\n",
          CG_KeyNameForCommand( "+attack" ) ) );

    if( CG_BuildableInRange( ps ) )
    {
      Q_strcat( text, MAX_TUTORIAL_TEXT,
          va( "Press %s to destroy this structure\n",
            CG_KeyNameForCommand( "deconstruct" ) ) );
    }
  }
}
Пример #2
0
/*
===============
CG_HumanCkitText
===============
*/
static void CG_HumanCkitText( char *text, playerState_t *ps )
{
  buildable_t   buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT;
  entityState_t *es;

  if( buildable > BA_NONE )
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to place the %s\n",
          CG_KeyNameForCommand( "+attack" ),
          BG_Buildable( buildable )->humanName ) );

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to cancel placing the %s\n",
          CG_KeyNameForCommand( "+button5" ),
          BG_Buildable( buildable )->humanName ) );
  }
  else
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to build a structure\n",
          CG_KeyNameForCommand( "+attack" ) ) );
  }

  if( ( es = CG_BuildableInRange( ps, NULL ) ) )
  {
    if( cgs.markDeconstruct )
    {
      if( es->eFlags & EF_B_MARKED )
      {
        Q_strcat( text, MAX_TUTORIAL_TEXT,
            va( "Press %s to unmark this structure\n",
              CG_KeyNameForCommand( "deconstruct" ) ) );
      }
      else
      {
        Q_strcat( text, MAX_TUTORIAL_TEXT,
            va( "Press %s to mark this structure\n",
              CG_KeyNameForCommand( "deconstruct" ) ) );
      }
    }
    else
    {
      Q_strcat( text, MAX_TUTORIAL_TEXT,
          va( "Press %s to destroy this structure\n",
            CG_KeyNameForCommand( "deconstruct" ) ) );
    }
  }
}
Пример #3
0
/*
===============
CG_AlienBuilderText
===============
*/
static void CG_AlienBuilderText( char *text, playerState_t *ps )
{
  buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT;

  if( buildable > BA_NONE )
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to place the %s\n",
          CG_KeyNameForCommand( "+attack" ),
          BG_FindHumanNameForBuildable( buildable ) ) );

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to cancel placing the %s\n",
          CG_KeyNameForCommand( "+button5" ),
          BG_FindHumanNameForBuildable( buildable ) ) );
  }
  else
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to build a structure\n",
          CG_KeyNameForCommand( "+attack" ) ) );

    if( CG_BuildableInRange( ps ) )
    {
      Q_strcat( text, MAX_TUTORIAL_TEXT,
          va( "Press %s to destroy this structure\n",
            CG_KeyNameForCommand( "deconstruct" ) ) );
    }
  }

  /*if( ps->stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0_UPG )
  {
    if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) == BA_NONE )
    {
      Q_strcat( text, MAX_TUTORIAL_TEXT,
          va( "Press %s to swipe\n",
            CG_KeyNameForCommand( "+button5" ) ) );
    }

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to launch a projectile\n",
          CG_KeyNameForCommand( "+button2" ) ) );

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to walk on walls\n",
          CG_KeyNameForCommand( "+movedown" ) ) );
  }*/
}
Пример #4
0
/*
===============
CG_BuilderText
===============
*/
static void CG_BuilderText( char *text, playerState_t *ps )
{
	buildable_t   buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT;
	entityState_t *es;

	if ( buildable > BA_NONE )
	{
		const char *item = _( BG_Buildable( buildable )->humanName );
		Q_strcat( text, MAX_TUTORIAL_TEXT,
		          va( _( "Press %s to place the %s\n"),
		              CG_KeyNameForCommand( "+attack" ), item ) );
		Q_strcat( text, MAX_TUTORIAL_TEXT,
		          va( _( "Press %s to cancel placing the %s\n" ),
		              CG_KeyNameForCommand( "+attack2" ), item ) );
	}
	else
	{
		Q_strcat( text, MAX_TUTORIAL_TEXT,
		          va( _( "Press %s to build a structure\n" ),
		              CG_KeyNameForCommand( "+attack" ) ) );
	}

	if ( ( es = CG_BuildableInRange( ps, NULL ) ) )
	{
	        const char *key = CG_KeyNameForCommand( "if alt \"/deconstruct marked\" /deconstruct" );

		if ( cgs.markDeconstruct )
		{
			if ( es->eFlags & EF_B_MARKED )
			{
				Q_strcat( text, MAX_TUTORIAL_TEXT,
				          va( _( "Press %s to unmark this structure for replacement\n" ), key ) );
			}
			else
			{
				Q_strcat( text, MAX_TUTORIAL_TEXT,
				          va( _( "Press %s to mark this structure for replacement\n" ), key ) );
			}
		}
		else
		{
			Q_strcat( text, MAX_TUTORIAL_TEXT,
			          va( _( "Press %s to destroy this structure\n" ), key ) );
		}
	}
}
Пример #5
0
/*
===============
CG_AlienBuilderText
===============
*/
static void CG_AlienBuilderText( char *text, playerState_t *ps )
{
  buildable_t   buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT;
  entityState_t *es;

  if( buildable > BA_NONE )
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to place the %s\n",
          CG_KeyNameForCommand( "+attack" ),
          BG_Buildable( buildable )->humanName ) );

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to cancel placing the %s\n",
          CG_KeyNameForCommand( "+button5" ),
          BG_Buildable( buildable )->humanName ) );
  }
  else
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to build a structure\n",
          CG_KeyNameForCommand( "+attack" ) ) );
  }

  if( ( es = CG_BuildableInRange( ps, NULL ) ) )
  {
    if( cgs.markDeconstruct )
    {
      if( es->eFlags & EF_B_MARKED )
      {
        Q_strcat( text, MAX_TUTORIAL_TEXT,
            va( "Press %s to unmark this structure\n",
              CG_KeyNameForCommand( "deconstruct" ) ) );
      }
      else
      {
        Q_strcat( text, MAX_TUTORIAL_TEXT,
            va( "Press %s to mark this structure\n",
              CG_KeyNameForCommand( "deconstruct" ) ) );
      }
    }
    else
    {
      Q_strcat( text, MAX_TUTORIAL_TEXT,
          va( "Press %s to destroy this structure\n",
            CG_KeyNameForCommand( "deconstruct" ) ) );
    }
  }

  if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) == BA_NONE )
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to swipe\n",
          CG_KeyNameForCommand( "+button5" ) ) );
  }

  if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_BUILDER0_UPG )
  {
    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to launch a projectile\n",
        CG_KeyNameForCommand( "+button2" ) ) );

    Q_strcat( text, MAX_TUTORIAL_TEXT,
        va( "Press %s to walk on walls\n",
        CG_KeyNameForCommand( "+movedown" ) ) );
  }
}